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Posts
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Joined
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I was the one who asked Ghost Widow to tell Castle. And I will do it again next time she comes on.
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Letting the devs blow away this idea for CoX2 (Which, by the way, will never happen.) is pointless. The devs always say that changes will always happen... And Ghost Widow told me that they already have plans up to I13. Think that in 4 issues from now, if the devs decided to do this, it would be at all reasonable to think that they would have enough time? The invention system is no more complicated than this is, because all the animations, auras, power effects, EVERYTHING is there. All they need to do is bring it all into one system, add a few more effects, much like costume pieces which take very, very, very little time to make, and this system is easily doable.
What the devs will try to do, I bet, if they ever stop pretending not to notice these suggestion topics, is pretend that it would be hard to add these features to the game. I remember hearing that they said the reasons why they couldn't make Patron Powers respeccable is that they 'don't have the technology to dump contacts.' Anyone who has half a brain can immediately tell that that is complete bull; you don't necesarilly have to delete the contact from your list (And making it possible to do so is likely as hard as it was to drop missions, which took them maybe a week to code or less).
This system would be easy to make, makes sense in terms of character customization and END-GAME CONTENT, and would make everyone happy. At this point I don't have a clue what reason could explain why this won't happen, other than the fact that the Devs' new "Give players what they want... ...(within reason)" policy is simply a marketing ploy. Just like double XP weekend. -
...Why would they make CoX2?
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Oh, just thought of a signature power for my blaster...
Kendes - Tower of Storms - Starts off with the hand-raising animation of TB. Eyes start to glow with electricity, and then he does a thunder clap animation and is completely covered by electricity, much like Power Surge. Then KO punch a single target, doing HIGH knockup and draining some end, and extreme damage. Minor damage in the AOE around the hit enemy, much like Thunder Strike. High end cost, and does the same amount of damage to himself as ET does.
I want to use this on a level 1 enemy. Things already go frikking far when I thunder strike them, especially since it has 3 KBs in it >_> -
Guys.
I had an interview with Ghost Widow yesterday... I asked her to tell Castle about this topic. She said she would.
Rejoice! -
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I had a thought about this idea a minute ago. What would the collected gallery here think about perhaps something like this:
If the character is awarded points, but opts not to use them all in one power, they can use the remaining points to create another power. Say, for example, the player decides only to put 8 points into Signature Power A, they can then, at a doubled cost for startup (two points to create, instead of one, then the number returns to one point per increase in effect), Signature Power B.
Thoughts?
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How many signature powers could you have? -
/signed, /signed, /signed, /signed, /signed, /signed, /signed, /signed, /signed, /signed, /signed,
/signed, /signed, /signed, /signed, /signed, /signed, /SIGNED -
SLASH SIGNED FOREVER RAR
I'll put a few of mine.
Serpental - Growth of Scende - Moment Of Glory animation with vines crawling down from the fist, covering the area around him. A carnivorus plant will grow that will cast Vines and Roots for 1 minute until it dissapears. It cannot move. It also creates its own creeper-vine-like pets that do Giant Flytrap damage, and has a PBAOE minor toxic Damage over Time. From a story-line point of view... Serpental uses plants.
Serpentines - Blade of Scende - Sword in hand, he does a Eagle's Claw-like flip (with the kick that is only animation, no damage) and goes into a ripper animation. Superior damage in a cone with knockdown/back and -def.
Serpentosen - I don't even play this character.
I'll come up with more later. -
Don't let this topic die, people.
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I love this idea.
But it won't happen. Ever. I can just tell -
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Nice little guide, but I do have a couple of points.
You don't mention SS + SJ, which is probably the most common travel power combo in PvP. Also, /ninjitsu lackes KB protection. While you can survive without it, it is nice to have in Acrobatics.
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True, but Nin/Nin builds can be pretty damned tight, so Acrobatics might not be possible to fit in.
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Also, Super Speed does not grant any stealth in PvP, only PvE.
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>.> I knew that
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You downplay Divine Avalanche and say that with Retsu and PS, you won't really need it. This implies that A) You only fight when Retsu is up, and B) Everyone will take Phase Shift. For those that realize stacking two DAs when fighting a Melee opponent will make it really, really hard to hit you, this power becomes very awesome.
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I had no idea that Phase only lasted 30 seconds at the time that I wrote this. Plus I was high back then, not knowing how awesome DA is.
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3 Def Enhancements in Hide is arguable with /nin or /sr, since you already get good AoE defense. Most would just put a Def in the default slot and use the other two for other stuff like:
Slotting up Swift and Hurdle. Not only will this help you overcome the -speed of Stealth, you can acheive fairly decent unsuppressed movement with Swift+Hurdle+Combat Jumping.
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That seems unnecesary with 2 travel powers. If I saw Retsu blinking, I'd turn on SS and high tail it outta there. Plus when I run away, I want all the defense I get so that I can get back into hide safely.
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Since /nin has a nice self heal, getting Health over something else is kinda silly. A big heal is 100X better than a little boost to your HP regen.
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You need 2 out of Hurdle, Swift, and Health to get Stamina. I'm not a big jumping fan, especially with all the Web Grenade chaos.
Thanks for saving my guide from being pruned. -
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Note, some Stalkers seem to think it is rather funny to AS heroes who are ostensibly watching the battle. While not common, it does happen.
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Umm, we don't think it's funny, we just want to play the game. You yourself said to be alert and move around, but if you stop to watch a duel, it's 100% fair to be attacked by a Stalker, even if you plead villains on Broadcast not to attack you because you're unable to defend yourself (Which isn't true; it's not like you can't still mash buttons on your keyboard when watching a duel)
Other than that, good guide. -
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What is the point of buying a MMORPG if you are just going to solo!?
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Getting up to level 50 so you can socialize and PvP? -
Uhm, on the list, my link goes to the MA guide. Could you fix this, please?
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Feel free to critique and comment. I've asked many questions in the past about my build for PvP, and I think that I'm in a good position and level to make a guide to Ninja Blade/Ninjutsu. If you have a problem with a level 36 Stalker suggesting builds and attack strategies to you, don't whine to me, go read something else.
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Ninja Blade isn't considered a good PvP primary for Stalkers, as it's primary role is scrapping. However, being able to kill squishies in 2 or 3 hits without AS isn't a bad thing. It just isn't smart to try to out-scrap the ATs that are built entirely around it. If a Brute, Tank, or Scrapper challenges you not to use Hide and/or AS or whatever, they're probably cowards who will do anything for Reputation. A Stalker is meant to be able to wipe 800 HP from his enemy in PvP in one attack, thus we are given pretty sorry damage otherwise.
Ninjutsu, on the other hand, is my absolute favorite secondary whatsoever. It may not have as much Defense as SR, but we get an awesome heal, status protection, mezzes, and more. We even get a copy of Elude. Ninjitsu is basically an all-in-one set, meant to make sure that we always have backup. If we're being chased by a Brute with full fury, no problem, throw Caltrops at him and run away. If we're fighting another Stalker, we'll just heal the damage they did with AS using Kuji-In Sha. As Ninja Blade/Ninjutsu, Controllers should be your primary prey. Using Kuji-In Rin, they won't be able to hold you, sleep you, disorient you, etc, while you get to confuse their pets with Blinding Powder and watch the carnage. There are lots of possibilities with this set, which is why I love it.
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As is true for most Stalkers, you will need 2 Travel powers, Fitness, and Concealment. For Travel Powers, you'll want to mix TP + SS, Fly + SS, Fly + SJ, or TP + Fly. Fly is important because you'll be able to kill other flying foes, you'll be able to escape from those who don't, and you can hover over Caltrops or some such thing and AS an enemy from the last place he'd expect. You'll also want something for actual travel, or escapes. Basically any other Travel Power will do. SS is the fastest, and you already have Fly to... Fly over things, so I'd reccomend that. Plus SS has a nifty Stealth bonus built in.
From Concealment, you want to take Stealth and Invisible at least. Put in Phase shift if you either like pissing people off, or if you're just too lazy to run away and come back.
Fitness is a no brainer. If you get SJ, get Hurdle, and if you have SS, get swift. The faster you are, the better off you'll be. Also get Health and, of course, Stamina. You don't have to Slot anything but Stamina, but if you have any left over, be my guest.
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Ninja Blade
Sting of the Wasp: If I could skip this power, I would. However, you can't, so you'd best make use of it somehow.
3 Damage, 2 ACC, 1 Recharge
Gamblers Cut: Take at your own risk.
Flashing Steel: Same as Gambler's.
Assasin's Blade: Any Stalker build without this is like a Controller without Control. I shouldn't have to tell you to take this.
3 or 4 Damage, 2 or 3 ACC (ACC not as important since AS should not be used without Build Up)
Build Up: Its recharge time may be sucky at first, but with SOs, it'll recharge about once every mob.
3 Recharges, any number of ToHits if you have the slots
Placate: While this is resisted with Assault and probably some other powers, it's silly to go without this power.
3 Recharges
Divine Avalanche: I don't like this power that much, since with Retsu and Phase shift, you don't have much use for Melee defense, especially since the damage from this attack is very low and you shouldn't be scrapping in PvP anyways. However, if you insist, take it.
3 DefBuff, 2 ACC, 1 Recharge
Soaring Dragon: This attack is the one that makes Ninja Blade bloom. If you don't take it, you'll regret it.
3 Damage, 2 ACC, 1 Recharge
Golden Dragonfly: While it's capability to hit multiple targets is not so good, it's more than formidable against one target. With BUild up running and a critical hit, this will be like a second AS.
3 Damage, 2 ACC, 1 Recharge
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Ninjutsu
Hide: Durrrr
3 DefBuffs
Ninja Reflexes: Good Melee defense power, take it ASAP.
3 DefBuffs, 1 EndRdx
Danger Sense: This power will help you Stalk without being Stalked. While you won't be able to see Stalkers stacking Hide and Stealth, it's still helpful against Stalkers that don't know what they're doing or against some of those pesky Spec-Ops. This is a PvP guide, though. Either way, nice AOE + Ranged defense.
3 DefBuffs, 1 EndRdx
Caltrops: Not a requirement, as it is somewhat situational, but a fun toy since it doesn't drop hide.
1 Recharge
Kuji-In Rin: I reccomend this greatly, unless you think you're able to kill 'Trollers before they chain hold you, or if you want to carry around Breakfrees. Still, it has something like a 12% resistance increase to Psionics, and that's something that some ATs would kill for.
2 Recharge (Makes it perma)
Kuji-In Sha: A nifty heal. It'll save your life countless times, just wait. Take it, no question.
3 Heal, 3 Recharge
Smoke Flash: While it does sound nice to have an AOE placate, it has a 4 second activation time, plus it's not guaranteed to hit everything, since it has a ToHit check. I wouldn't reccomend it unless you have room for it, which you shouldn't.
3 ACC, 3 Recharge
Blinding Powder: It doesn't seem that great when you first pick it up, but this is the bane of all /Devices blasters, and anything else with some sort of pet or AOE such as Tar Patch. However, it doesn't work on Mastermind minions. Still a great power for various reasons. 45 degree cone with Sleep, Confuse, ACC Debuff, and supposedly -Perception.
3 ACC, 3 Recharge
Kuji-In Retsu: About the same thing as Elude. Take it.
3 Recharge, 3 DefBuff
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Thank you for reading my guide to Ninja Blade/Ninjutsu. I will update it if I ever need to. -
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First off, there are side missions in the mayhem mission itself.
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Oh, that's new information. I mean, it's not like your broker already tells you that [/sarcasm] -
Feel free to disagree with my guide, the 2 likely reasons are either
1: The fact that my Necro/Dark Mastermind is only level 35, or
2: You have a Robotics/Force Field mastermind and you think that Necro/Dark sucks.
First off, I'd like to say one thing. If you've never made a Mastermind before, I'm going to tell you now that you shouldn't be dissapointed by the fact that in the long run, most of the other Masterminds you'll see will have Robotics and/or Force Field. I'm not saying these sets are bad, as I've never played them, nor any other Mastermind Sets, but I think that the reason that those sets are used so often is that Robots do more damage than the other Primary sets, and because there's Personal Force Field, which a lot of Masterminds love. Anyways, enough about that, here's the actual guide.
Just to annoy you all, I'm going to give a summary of Masterminds so that you all curse my name... Or something.
Masterminds, at high levels, are NOT good for PvP unless you have Personal Force Field. Sorry, they just aren't. I'll tell you now that there is no AT, hero or villain, that will be able to defeat your fully populated, fully buffed army, except another Mastermind. However, don't expect to see a Stalker in Warburg Assasin Strike your minions, unless they've suffered some sort of brain damage, or unless they're in a Stalker team. Even then, they should know that killing you would kill the minions, as everyone else does, which is the sole reason why MMs are bad at PvP at high levels. Don't feel bad, at least we got the best PvE skills. Ever.
Powers
NECROMANCY:
Dark Blast: It may be useful at low levels, but it may keep you from getting something better until level 24. I can't really say whether or not you should take this risk.
Zombie Horde: I shouldn't have to say this: Get this power from level 1.
Gloom: Same as Dark Blast. Do NOT get both, under any circumstances. Don't try to be a Corrupter; let the Lich do that.
Enchant Undead: Regrettably, I didn't pick this power up until level 18ish, and I didn't use it properly (I thought by 'permanent' it meant permanent... I only used it once until level 24. Don't make that mistake; use it every time you zone or if your pets die). Get this power before level 10.
Life Drain: I don't usually see people with this, but I suggest getting it if you don't have Dark Miasma.
Grave Knight: Again, this is a no-brainer. Get this power ASAP. When you hit level 32, watch these guys make those annoying Scrappers cry. I'm sure they don't get 2 duplicates of themselves.
Soul Extraction: There are a few pros and cons to this power. I should start with the cons first so that you're not baised against it after reading this.
Cons:
Slow recharge time
Souls that are extracted do little damage
Souls cannot be buffed with Enchant and Empower (At least, I don't think so. Well, they CAN, but I'm not sure if it has an effect)
Pros:
The more the merrier, eh?
You'll be thanking this power when the Soul helps you lock down Elite Bosses and Archevilains
I'd reccomend this power.
Lich: While it isn't the heaviest damage dealer in the game, and it is often out of range of your Supremecy, this is a great-- No, scratch that, this is a VITAL power. Think of him as the badass Corruptor that follows you around owning anything that comes his way. Don't expect him to die much; he attacks from a distance.
Dark Empowerment: Gimme a V! Gimme an I! Gimme a T! Gimme an A! Gimme an L! Put it all together... VITAL! This power will truly unleash the beasts inside of your minions. If you don't get this power at level 32... Sorry, you're not meant for this AT.
DARK MIASMA
Twilight Grasp: DON'T GET THIS POWER WHATEVER YOU DO[/sarcasm] We all know that you HAVE to get this power. But, you'll be glad that you have to, because this will save your life infinite times. Seriously. Who's laughing now, Force Field!? Muhuhahaha!
Tar Patch: Get it by level 8, and watch your enemies' health bars drop twice as fast.
Darkest Night: Again, regrettably, I didn't get this power until... >.> level 34, from a Respec. Yeah, I'm an idiot. Don't make the same mistake, folks, get this early.
Howling Twilight: This is a lower priority, but I reccomend getting it eventually.
Shadow Fall: No question about it. Get this. Not only does it let you rush to the end of maps and collect the mission bonus, it also gives you an incredibly small DEF bonus but a considerably high Res bonus to Psionics, Energy, etc. Good for those annoying Circle of Thorns missions that everyone hates. Look me in the eyes and tell me you don't hate CoT. I dare you.
Fearsome Stare: This is great. Watch those puny enemies of yours cower in fear at absolutely nothing. I love it. Good recharge too.
Petrifying Gaze: If you plan on fighting a lot of Elite Bosses or Archvillains (or higher) in your Villainous career, or if you just like to watch people die helpless, I'd reccomend this.
Black Hole: I don't reccomend it, unless you either like being kicked out of a team or if you're unable to hande a boss AND his minions at one time. And, if you've been following this guide, you should be able to.
Dark Servant: Aha, the one power I want but don't have in both of these sets. Shame. Oh well. I know that this is a great power anyways. 6 minions, and 2 pets (soul and this). 8 guys working for you. Pretty sweet deal, right? Wait'll you see this guy take your job away while you sit around sipping a collata while still getting all the EXP you normally do.
Slots
Dark Blast: 1. You shouldn't even have this power unless you're below level 24.
Zombie Horde: 3 or 4, probably. I just have 3 Damage SOs on mine, prolly not a good idea, except I see no problems with their accuracy, especially with Tactics. Do what you want here, I'm not stopping you.
Gloom: 1, same as Dark Blast (Again?)
Enchant Undead: 3 or 4, put 3 Ends and 0 or 1 Recharge on it.
Life Drain: 6, either 3 Accuraccies and 3 heals, or 2 heals, 2 accs, and 2 recharges. Whichever works better for you. Hell, even make it 4 slots with 2 heals and 2 accs if you like, I never got this power. Again, you shouldn't have this if you have Dark Miasma. It's just silly. God forbid if you're running into groups first. If so... What's wrong with you?
Grave Knight: Same as Zombie Horde
Soul Extraction: 1. You may be tempted to put recharges on it, but I don't reccomend that.
Lich: Same as the other minions.
Dark Empowerment: 3. Here, recharge is more important. But I'd say 2 recharge and 1 End would be the best way to go.
Twilight Grasp: 6. 2 accs, 2 recgarge, and 2 heals will make this godly.
Tar Patch: 1. This power is fine the way it is.
Darkest Night: 3 or 4, not sure. I'd put some ends in there, though.
Howling Twilight: 1, just put in a recharge and you'll be set.
Shadow Fall: 4, do not put Defense buffs in here. 2 res buffs and 2 ends is good, though.
Fearsome Stare: 2, Fear Duration and Accuracy.
Petrifying Gaze: 4, 3 accuracies and 1 Hold Duration..
Black Hole: 1, put intangibility duration in here and get hated by your team that much more.
Dark Servant: ???
POOLS
I reccomend getting the following in this order, from most to least important:
Fly, or any other travel power (This is good if you like rushing to the end of missions, if you have Shadow Fall, which you should by all means)
Assault
Tactics
Recall Friend (If you have TP foe and want TP for your travel power, get group TP instead of this)
Air Superiority (For those rare situations where an enemy is chasing you in the sky)
NOTE: Only get 1 travel power. If you have TP, don't get fly. Sorry for any misunderstandings in that last section.
And, with that, here are a few strategies to get the most out of your Necromancy/Dark Miasma Mastermind.
Your best friends at high level will be Steal or Defeat the Boss and Guards missions. Turn on Shadow Fall and Fly (Or keep TPing yourself). Carefully get to the one room in the map that you have to clear. When you get there, find a safe place to turn off Shadow Fall and Summon your minions. Get your Lich Empowered first, enchant the others, and by then Empower will be recharged, and you can use it on one of your Grave Knights. After that, turn on your toggles, buffs, etc, and send in your minions. Unless you're on Villainous or Malicious, you'll need to stay close to your minions, order them to attack a single target, and heal them all when they get around him with Twilight Grasp. Zombies and Grave Knights are best at close range, but if your Lich is close, he'll only Use Tenebrous Tentacles. Have him move a bit further back for the best results. Save Howling Twilight for the boss. And, when attacking a group, use Darkest Night on the enemy in the back, or at least an enemy not being attacked. With this strategy, you should be able to run Ruthless missions fine.
Thank you all for reading my guide on Necromancy/Dark Miasma Masterminds. This is my first guide, so please give critique to help me improve.